i'm afraid you may have misread my post somewhat. at least i don't think i used the world 'challenge' in it. probably because i did not mean to touch on the subject. my post was entirely about design innovation, and how LW outshines nintendo's repertoire there.
point being, i find the control mechanics in LW way more innovative, _and_ refined, than nintendo's last take at platforming, SMG. please, bear in mind i'm speaking of the control mechanics here, not 'length', 'variety', 'value-per-dollar', or any other rationale people tend to use to define their satisfaction with a game.
the concept of a clumsy protagonist and a very agile aide force is not new, but in LW the synergetics between those two is superb. enril-toku interactions simply cream SMG's 'eureka! how did we not figure this out earlier?! though shalt use the ir to point at stars and shoot them back!'. for all its praise, SMG was just the next iteration of SM64 - played like it, felt like it. i mean, if you consider LW to be 'basically Kirby Canvas Curse' (which, btw, plays entirely with pointer controls), then you surely should agree that SMG does not move one inch from the beaten SM64 control scheme. agree?
as to why i'm sticking so vigorously to control mechanics? i guess in my rusty mind i'm still associating those with the bread-n-butter of good platformers.
to sum it up:
is LW the best platformer ATM? - no at all.
does it show what platformers have been missing for the past few generations? - yep.
i hope i've left less room for misunderstanding now.